Project GODUS and Elite: Dangerous

I’ve decided to do something a little out of the ordinary and step outside the Star Citizen realm for a moment.

There are many reasons why all of you so generously backed Star Citizen: You missed a good space sim, you wanted back someone that cared about PC games, you liked the previous games I’ve made and would like to play another. But I also think you backed Star Citizen because you wanted to say something to the business and marketing machines that normally decide which games are made. You said they are not the taste makers for you, that you want your voice heard on what kind of game you play and you want to have a greater involvement and connection to the development of that game.

I can’t tell you how invigorating this last part has been for me as a game designer, for the team that worked on the prototype and the new people we are bringing on. I make games that I want to play. But I also get a huge satisfaction from making games that other people enjoy and lose themselves in, much the same way I want to be entertained when I play a game.

In the old days before digital and online you almost never got to connect with the people that you were making your game for. Instead the only people that would see your progress was a few publishing and marketing executives that most of the time didn’t really care about the game outside what it could do for their bottom line.

With crowd funding you cut the middle man out. No retailer. No publisher driven by the demands of its shareholders for quarterly profits. Instead you build the game directly for the audience that wants the game for the right reasons – because they want to play it. This is an exciting shift in the dynamic and something gaming needs unless everyone wants no other choice other than to buy yearly sequels to one of a limited number of gaming “brands” that the big publishers focus on.

I’m committed to delivering a great game to you all. I’m committed to involving you all in the process and making that process as fun as possible. I’ve said it in a few interviews, but my hope is by the time we release the final “live” version of the game for the public, all of you will have already had a huge amount of enjoyment and fun and will feel the journey was worth the price of backing, with the playing of the final game a pleasant bonus.

I don’t think this model works for everything and everyone, but I do think it is a very viable model for a lot of games. And I think it’s great model for some designers, genres and platforms that don’t get the big publisher love because their type of games don’t sell 10 million copies worldwide.

Which is why I’m writing this comm-link today.

There are a couple of other games coming towards the end of their Kickstarter campaigns that need a little help.

The first is Project GODUS from 22 Cans. They’re about £60,000 away from their goal with just under 3 days to go. Without a decent end of campaign kick they won’t make it. Which would be a shame as they have been doing everything you should in a crowd funding campaign; daily updates, taking on their community’s suggestions, showing work in progress and embracing all that is good about crowd funding.

I’m not the biggest God Game fan, but I played the original Populous and Black and White, and PeterMolyneux pretty much invented this classic PC category. I think it’s great that he’s going back to his roots with GODUS and you can clearly see that his team really cares about what they’re doing.

I know there has been some blow back because a lot of people have felt let down by some of Peter’s promises in the past. I’ve known Peter for many years. Back when Origin and Bullfrog were acquired by EA and we used to travel the world on press tours promoting our respective games. He is definitely very enthusiastic, which can get him into trouble sometimes, as he can over promise, but it always comes from the right place – he wants to push the possibilities and he has a childlike wonder with doing this. And having been in the situation in the past, the fault with this doesn’t lie all at Peter’s feet. A lot of the reasons why promised features don’t make it into the final product are publisher driven. When Electronic Arts or Microsoft want a product on a certain date to make a financial quarter features get cut. The difference between Peter and a lot of other developers is that other developers are a lot more circumspect in public in disclosing what they’re trying to put in the game. Trust me, there are many lofty goals on most projects that never make it, Peter just is more public about his and sometimes gets caught out because of it, especially when there’s a hard date imposed by his publisher.

The second project is Elite: Dangerous from Frontier Developments. They still have 17 days left, but are also in danger of missing their minimum Kickstarter raise without a surge towards the end. They need a little more – some £456,000. You may say hey Chris, why do you want to support a competing project? Well I believe the world is big enough for multiple quality Space Sims. Having to compete against the Star Wars X-Wing games from Larry Holland certainly didn't harm Wing Commander and I feel Star Citizen and Elite: Dangerous are different types / styles of games. Star Citizen is more focused on a “crafted” approach to the universe – more detail, cinematic flair and more unique characters and locations whereas Elite will follow a more procedural approach which will allow it to have a much larger galaxy to explore as a lot of content will be computer generated. Besides wanting to see Space Sims make a comeback, I fondly remember playing the original Elite on the BBC Micro by David Braben and Ian Bell. I started my game development career around the same time David did, with my first three games all being on the BBC Micro in the UK before I moved across to the USA and joined up with Origin. The original Elite definitely got me thinking about just how cool it would be to blend 3D space combat that with a cinematic story to create the experience I always craved when watching Star Wars.

These are both games I’ve backed and I am writing this comm-link to let you know about them, if you don’t already.

You have already been so amazingly generous that no one should feel that they need to back any of these just because I am, but if like me, you like the idea of the gamers cutting out the publisher and enabling the developers to connect directly with their audience in a new connected way you should take a look as these are both titles from people that have made great games in the past and I think in the right environment, with no meddling publisher could make something special again.

@Hans: That's not how I understand MP will work. As I understand it, the Elite game will act as both a client *and* a server, so you can effectively host your own game. What you wouldn't have in that instance is the evolving galaxy. There's no separate server component you run, but then there doesn't need to be.

I see, Elite has added offline SP support since the last time i read the FAQ but still that doesn't change the fact that in the future once this game is left unsupported we will lose half of the its features cause we wont be able to host our own MP sessions (e.g. host our own server).

I've enjoyed most of molyneaux's games to some degree, but Godus doesn't actually seem visionary in any fashion. The fact that molyneaux is always trying to push a boundary or try something new is why I forgive his over promising and often heavily flawed output and generally buy what he puts out. I'm just not seeing it with this one,

Elite honestly just doesn't strike me as a project I have faith in for basic delivery, much less living up to its own hype. How many times have we heard that a new Elite was going to come out now? I'll be happy to buy it if a decent product comes out but I don't have enough faith that it will to offer them my money.

One of the (several) reasons SC got my backing was because of Chris Roberts' personal track record and because of the much below promised level where I would happily pay for the game anyway (updated freelancer with a server and better net code and I'm there already) so if everything promised appears then I'll be insanely happy. I'll be perfectly content with far less and I believe the track record shows that CR will deliver something in between at the very least. Second, it pushes boundaries. As I stated with molyneaux, that alone is worth something.

@Khaleg: Nobody can assure you of that because nobody knows the future. Nobody knows what will happen with the game, or with Frontier themselves. Not even Frontier. David Braben has said though that they will come up with a solution whereby you can still play / patch the game even if the servers have been switched off. You can still download patches for FFE through several sources, so I see no reason not to believe him. The multiplayer server authentication is much more to do with ensuring that nobody has a "modified" ship or character info, to prevent cheating / griefing within the game.

When i am refering to Elite and updates i dont mean content updates, i mean hot fixes / patches to update the game and fix possible bugs.

In the Elite: Dangerous FAQ it says:

Q:Will the game be DRM-free?

A:Yes, the game code will not include DRM (Digital Rights Management), but there will be server authentication when you connect for multiplayer and/or updates and to synchronise with the server.

Here i am reading that you will needed to authenticate yourself in order to use the multiplayer component and game updates (aka patches). Thus, yes, the game have DRM because to have a fixed, up to date game without bugs, you need authentication from a server.

If in the future i need to reinstall the game and get the patches to have the latest stable version i will need that this authentication server and nobody can assure me that this server will be up for ever.

You nailed the reasons I backed this project. The idea that the games I back here at Kickstarter means my money is saying what types of game I want and it's sticking it to big publishers that control and ruin great game ideas might be my biggest reason though. The others are close second of course. ;)

Yes, you're right, I supported Star Citizen for all that you have commented, but something else made ​​me decide. The promise of a DRM-free game. Elite will not be DRM-free, since there will be authentication to update it, so that while these practices are carried out, i never are going to support any game constrained by this.

It's a shame but I remember when, in order to know if i would love a game, I would take a look to the content, now I look at how the content will be delivered and its conditions.

Investing in games has become a walk through a minefield, because now, with all these DRM schemes and online authentication, all have become a permanent rental, and if the authentication servers disappear, you just will end without the game. I am so disgusted with this treatment to the consumer that I will never support any game that involves some authentication for its single player modes or to update the game.

This did the trick for me, your promise of a DRM-free single player. I don't care if the multi player side is with authentication, because always will be needed a server in the other side, but single player and updates are a different thing.

Wow, that is quite uncommon - I like your style! Promoting two other Kickstarter projects (ok, well after you have been funded) is unusual. Especially in the competitive industry of game development. If Kickstarter brings out the best of the industry (and I mean behavior and not people) than it has already achieved something great. Also it is nice to see that a "young" industry like computer gaming already created a network of people that know and respect each other!

A very classy gesture, I have backed Elite:Dangerous but feel the campaign has not been up to SC's standard and may falter I just hope we get a Xmas surge but if it is missed they need to show something solid and try again later maybe a dual crowd source which in the end smashed it for SC.

Josh Parnell and Limit Theory shows how a Kickstarter can gather pace,and test the dev/devs as they scamper to add more stretch goals and Like Chris and his team constant interaction with the great unwashed really goes a long way for example Josh responded to 18 people in one of his KS comment's nice ;)

GODUS looks like an updated version of the old Amiga Populous. Elite however will receive some of my money. Even though Braben had somewhat of a rocky start with his kickstarter, his later videos have shown to be rather good in my opinion. I also like how he speaks to his backers like they are intelligent people and he's not one tiny bit condescending.

This is a great update, and thank you so much Chris for being so magnanimous & generous with your backing of Elite. It's a real shot in the arm for a campaign I've followed since day 1. I want to play both games & I'm a backer of both SC and E:D.
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On the "Braben not delivering" thing, it's a gross over-simplification. Elite was coded by David Braben and Ian Bell by themselves while they were at Uni. Frontier Elite 2 was coded entirely by Braben, single handedly. First Encounters was coded by fledging Frontier Developments team including Braben, but then the publisher destroyed it. Completely *destroyed* it. You can understand why he's been unwilling to go back to the publishers since, with an Elite 4.
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Kickstarter (a new thing in the UK, E:D campaign was launched on the day of Kickstarter launching in UK) provides the means Chris describes above for the first time ever - develop and publish Elite 4 without betting the entire future of Braben's company on a game that may or may not sell, and the publishers wouldn't understand or they'd try to change. This way, they can gauge interest (it's been a long time since Elite), and raise funds for development at the same time, to create the game they & we want. It's a fantastic system.
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Additionally, it's important to remember that Kickstarter is not a pre-order system. You're paying to fund the development of the game. The issue of how much it costs is entirely up to you. Personally, I've pledged over £300 for Elite: Dangerous because I've waited 20 years for it to be made & I *know* I'll play it for years to come if they make it. Some pledge more, others pledge less, but the important thing is how valuable the existence of Elite 4 is to *you*.
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So take a look at the Dev Diaries (1 and 3 show early gameplay footage), and other things on the E:D site and make your decision. I think it's going to be amazing, and if it's funded, 2014 is truly going to be a great year for PC space sims.

I've bought into the Molyneux hype multiple times and always come up wanting. If he produces something from the kickstarter worth buying, then I'll probably consider it, but he's exhausted his good will with me based on pre-release speculation.

Likewise, David Braben has dangled Elite for many, many years while producing casual games and seems to have nothing more than the overall concept outlined on the kickstarter. While this is completely in line with Double Fine's 'Give us cash and we'll do something', they've actually produced something in the last twenty years. That being said, I'll probably kick in, because I spent summers with BBC B Elite, but bandying around names as though the mere mention should raise the money isn't going to work. Not only are we donating because the top-down business model is whack, but the traditional pump and dump of marketing is distasteful.

I have faith that you can deliver on your promise, Mr Roberts. I don't have faith in messrs Braben and Molyneux.

Some of the criticism on here is harsh, especially the ones that criticise the use of Kickstarter. This route gives them freedom to make what they want, helps them finance it AND (crucially) find out beforehand if demand is actually high enough to make it financially viable. These games most likely wouldn't be made otherwise, and saying the developers should cough up the money themselves seems a touch naive!

I already backed Elite:Dangerous, but just went back and upped the pledge to try help them make it.
It does look really good and certainly room for both of these games to exist.

Fair play to Chris for using his reach on here and mentioning them, really nice of you to draw attention to them.

If i'm honest I wasn't keen on the continual "pledge X more and we unlock this!" method during this Kick Starter. Obviously it's all about getting the most money you can from this phase as possible, and it obviously worked ..
However, I think Elite are going about it a bit more subtly and would rather have people pledge if they find it and like it, rather than shout about it at every opportunity.
Unfortunately, it seems the subtle method doesn't work as well on here.. but I think that's the British way :)

That is really nice coming from you Chris and I'd love to follow your lead but there are few things that are not allowing me to do so.
As matter of principles I dislike Apple for the way they do business and the only thing I can do is to vote with my wallet. 22Cans seems to be a company that is using only Apple equipment and focus on this platform. I don't like it at all despite the fact that the project itself is tempting.
Elite on the other hand is too expensive in my opinion. Thirty pounds for a digital version of a game and without any middle men is a little bit too much (same reason I don't buy any new EA games nowdays).

@British about 2 hours ago
Unfortunately God games are not my cup of tea (so to speak).
Regarding Elite Dangerous, I'm with MechPilot (his comment from 8 hours ago): the way the project was presented was deterrent at best.
It didn't feel like a proper project, and could have been summed with "It's from the guy that made the original Elite, it will be procedural and bigger, give money".
GL to them in any case.
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Hey British you are right in that the first video needs a bit of work maybe what we need is a Chris Roberts briefing video special on the homepage!

Either way if you spends some time looking through what Elite Dangerous are trying to do and look at some of the game engine videos (the viper escorts defending the anaconda freighters for example) you should see this is a game that has to be made.

I Love being part of the SC community and know the Elite Dangerous project is something we can also get behind.

Come on Folks! "Bringing the Space Sim Genre Back One Universe At A Time....."

Regarding Elite Dangerous, I'm with MechPilot (his comment from 8 hours ago): the way the project was presented was deterrent at best.
It didn't feel like a proper project, and could have been summed with "It's from the guy that made the original Elite, it will be procedural and bigger, give money".

@Chris Roberts - This is why you have legend status, well this and your appearance in the Briefing Video ;)

@Rasmus Krogsager - Have a quick google search for Elite or Frontier and you'll soon see why it is so important that this game gets made as well as SC - - Also there is a paypal site for none ££ pledges

Come on folks - "Bringing the Space Sim Genre back one Universe at a time!"

Thanks Chris, that's a very nice update! I was already supporting Elite as it's *the* game I'd like to play again (hopping SC could replace it ;) and I think I'll support Godus, not really because I want to play it, but simply because it's xmas ^^

Chris, you are correct about why I support this game. Love the PC, love spacesims and love the more direct involvment in det process.

In regards to x-wing.... I hope this game is so succesfull that it will get Lucas arts to realise that they ned to make a new x-wing game... or even one were you can travel the star wars galaxy and trade, finght for the impire or rebels or what ever you like... but that would offcause pretty much be copying you game :-)

For ED, I think the fundraising petered out when the 20 pound pledge levels ran out. People aren't willing to put up 30 pounds when they see that 10000 people just got the same thing for 20 pounds. I know I'd be to pissed off to pledge if I hadn't already got in at the lower price.